/*
 * This file is part of Applied Energistics 2. Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved. Applied
 * Energistics 2 is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General
 * Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
 * later version. Applied Energistics 2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
 * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General
 * Public License for more details. You should have received a copy of the GNU Lesser General Public License along with
 * Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
 */

package appeng.client.render;

import net.minecraft.item.ItemStack;
import net.minecraftforge.client.IItemRenderer;

import org.lwjgl.opengl.GL11;

public class ItemRenderer implements IItemRenderer {

    public static final ItemRenderer INSTANCE = new ItemRenderer();

    @Override
    public boolean handleRenderType(final ItemStack item, final ItemRenderType type) {
        return true;
    }

    @Override
    public boolean shouldUseRenderHelper(final ItemRenderType type, final ItemStack item,
            final ItemRendererHelper helper) {
        return true;
    }

    @Override
    public void renderItem(final ItemRenderType type, final ItemStack item, final Object... data) {
        GL11.glPushMatrix();
        GL11.glPushAttrib(GL11.GL_ENABLE_BIT | GL11.GL_COLOR_BUFFER_BIT);
        GL11.glEnable(GL11.GL_ALPHA_TEST);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

        if (type == ItemRenderType.ENTITY) {
            GL11.glTranslatef(-0.5f, -0.5f, -0.5f);
        }
        if (type == ItemRenderType.INVENTORY) {
            GL11.glTranslatef(0.0f, -0.1f, 0.0f);
        }

        WorldRender.INSTANCE.renderItemBlock(item, type, data);

        GL11.glPopAttrib();
        GL11.glPopMatrix();
    }
}
